You need a purify.
The optimal setup for 4v4 is closer to 2x stamden, 1x magden, 1x magplar
Can swap magplar for stamplar if magden is Tanky heals, but being a tanky healer is hard for a magden in no cp.
1 stamden+1stamplar+1magden+1magplar will provide more buffs, debuffs, more complicated to counter and damn broken
I’ve run that before in organized 4v4 tourneys. The group comp I listed above is stronger.
3 shalks stacked onto dizzy / bird / force pulse is enough to trigger an earthgore without needing to dump ult, allowing you to ult bomb when the earthgore rain stops (which coincidentally lasts the same duration as your next round of syncd shalks). The stamplar does not contribute as much to that and is far squishier than stamdens to burst - he will die first every time and cannot be healed through focus ult dump from another team.
For no CP DW > 2H. 2H is dodgable, takes 1 second to cast dizzy swing, and only hits 1 target. DW is instant cast, aoe, unavoidable damage. Steel tornado from 3 people plus 3 deadly cloaks plus 3 shalks is WAY more damage on multiple people than hitting 1 person with dizzyswings and killing them. And the stam sorc variation of that burst is insanity.
For farming zergs or unskilled players with a small group, DW is better.
If you’re up against a good group, 2h is significantly better, especially if multiple people are running it. If one dizzy lands it means three dizzies and three dawnbreakers will land because of the inability to block until the target hits the ground. DW is utterly blockable and the dots purgeable and vulnerable to Counters such as Earthgore.
Remember that dizzy is technically a channel and that the burst damage happens at the very end, meaning you don’t have to wait a full 1s / GCD before your next attack - you can have a dizzy / shalks / DBOS (or reverse slice) all land within .2s if you time it right. This would not give the opponent’s healer (or earthgore) time to react.
I spend a lot of time on both load outs and switch back and forth between them constantly
You need a purify.
The optimal setup for 4v4 is closer to 2x stamden, 1x magden, 1x magplar
Can swap magplar for stamplar if magden is Tanky heals, but being a tanky healer is hard for a magden in no cp.
1 stamden+1stamplar+1magden+1magplar will provide more buffs, debuffs, more complicated to counter and damn broken
I’ve run that before in organized 4v4 tourneys. The group comp I listed above is stronger.
3 shalks stacked onto dizzy / bird / force pulse is enough to trigger an earthgore without needing to dump ult, allowing you to ult bomb when the earthgore rain stops (which coincidentally lasts the same duration as your next round of syncd shalks). The stamplar does not contribute as much to that and is far squishier than stamdens to burst - he will die first every time and cannot be healed through focus ult dump from another team.
For no CP DW > 2H. 2H is dodgable, takes 1 second to cast dizzy swing, and only hits 1 target. DW is instant cast, aoe, unavoidable damage. Steel tornado from 3 people plus 3 deadly cloaks plus 3 shalks is WAY more damage on multiple people than hitting 1 person with dizzyswings and killing them. And the stam sorc variation of that burst is insanity.
For farming zergs or unskilled players with a small group, DW is better.
If you’re up against a good group, 2h is significantly better, especially if multiple people are running it. If one dizzy lands it means three dizzies and three dawnbreakers will land because of the inability to block until the target hits the ground. DW is utterly blockable and the dots purgeable and vulnerable to Counters such as Earthgore.
Remember that dizzy is technically a channel and that the burst damage happens at the very end, meaning you don’t have to wait a full 1s / GCD before your next attack - you can have a dizzy / shalks / DBOS (or reverse slice) all land within .2s if you time it right. This would not give the opponent’s healer (or earthgore) time to react.
I spend a lot of time on both load outs and switch back and forth between them constantly
You realize this is in reference too BGs since its in the BG thread on a BG post, Right? There's no zergs in BGs and you're not on xbox, right? Come to xbox and see which you think performs better. 4 stam DW players all running deadly cloak, steel tornado, dawnbreaker, and shrouded daggers space about a meter apart from each other just spamming steel tornado in no CP BGs. It hits everyone lol I'm not talking burst oon a single player. I'm talking wiping the entire other team in 1 skill global CD. Maybe read this thread again.
You need a purify.
The optimal setup for 4v4 is closer to 2x stamden, 1x magden, 1x magplar
Can swap magplar for stamplar if magden is Tanky heals, but being a tanky healer is hard for a magden in no cp.
1 stamden+1stamplar+1magden+1magplar will provide more buffs, debuffs, more complicated to counter and damn broken
I’ve run that before in organized 4v4 tourneys. The group comp I listed above is stronger.
3 shalks stacked onto dizzy / bird / force pulse is enough to trigger an earthgore without needing to dump ult, allowing you to ult bomb when the earthgore rain stops (which coincidentally lasts the same duration as your next round of syncd shalks). The stamplar does not contribute as much to that and is far squishier than stamdens to burst - he will die first every time and cannot be healed through focus ult dump from another team.
For no CP DW > 2H. 2H is dodgable, takes 1 second to cast dizzy swing, and only hits 1 target. DW is instant cast, aoe, unavoidable damage. Steel tornado from 3 people plus 3 deadly cloaks plus 3 shalks is WAY more damage on multiple people than hitting 1 person with dizzyswings and killing them. And the stam sorc variation of that burst is insanity.
For farming zergs or unskilled players with a small group, DW is better.
If you’re up against a good group, 2h is significantly better, especially if multiple people are running it. If one dizzy lands it means three dizzies and three dawnbreakers will land because of the inability to block until the target hits the ground. DW is utterly blockable and the dots purgeable and vulnerable to Counters such as Earthgore.
Remember that dizzy is technically a channel and that the burst damage happens at the very end, meaning you don’t have to wait a full 1s / GCD before your next attack - you can have a dizzy / shalks / DBOS (or reverse slice) all land within .2s if you time it right. This would not give the opponent’s healer (or earthgore) time to react.
I spend a lot of time on both load outs and switch back and forth between them constantly
You realize this is in reference too BGs since its in the BG thread on a BG post, Right? There's no zergs in BGs and you're not on xbox, right? Come to xbox and see which you think performs better. 4 stam DW players all running deadly cloak, steel tornado, dawnbreaker, and shrouded daggers space about a meter apart from each other just spamming steel tornado in no CP BGs. It hits everyone lol I'm not talking burst oon a single player. I'm talking wiping the entire other team in 1 skill global CD. Maybe read this thread again.
Consoles are gross I can’t play without a MMO mouse haha
But you are correct in that there are no zergs in BGs... which is why I run the 2h build in 90% of BGs.
I’m not going to tell you that four spin2wins in a BG won’t be extremely good at defeating PUGs... it would be... but then, any premade should be able to beat a pug.
If I’m going to be able to beat a pug anyway, I’d prefer to build my group so that it is able to beat another skilled 4 man group, complete with a cliche guardplar and earthgore. That is why I would run 2h. Taking longer to kill a PUG is a small sacrifice to make in exchange for being able to defeat a well built, defensively specced 4 man.
Edit: I also understand that 2h abilities are easier to counter on console than on PC. YMMV.
A few things to think about:
1. If your team has all four players stacked on top of each other it deserves to lose to a bomb group.
2. If you’re running a magplar, that player should be comfortable mist forming or blocking that damage. If the mag plar isn’t the target, they can hit a few BoLs and the group will survive. The scenario where the group dies isnif all players are hit simultaneously, which again, means the group deserves to lose
3. Gotta stack vigor’s, that’s 1k/s from three separate players. Rapid regen = another 1k (rounding up) and warden lotus or vines = another 500, and the rally / FM Hot = 500 meaning all in every player should have around 5k hp coming in every second that they’re taking dmg.
4. CC should be able to counter that burst. Javelin would be the best option. There’s nothing stopping you from bursting them first, which a 2h build will be better at since 2h has a native gap closer / snare. DW bomb builds are easy to spot and easy to block if you’re in the open. They are only a nightmare in enclosed spots if you’re forced to push into them.
Are there any videos of these "spin to win" premades out there? I've been hit for some pretty ridiculous numbers by that nonsense on PC-NA, even without being in execute range, but not so much that it was worse than a 2h burst combo...especially one from something as balanced as a Stamina Warden. Not calling you a liar or anything, I'm just wondering what all they're running to get the damage up there, it'd be good to give ZOS the info they need for nerfage.